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First Post

Posted: Fri Jan 29, 2010 5:43 pm
by cbb
First time posting here. I've been watching and reading here for a while and am still struggling to understand the material system. This is more an excersise than anything. I currently have the 3 materials set up with the same map in ref 0 and ref 90 on the base BSDF and then a spec map in the roughness slot in the second BSDF, blended together in additive mode. I guess i'm questioning whether this method is correct. I've noticed that the colors seem richer but that sometimes the reflective quality of the materials seems to washout the whole image. Also, although the paver color looks good to me, they seem a little too glossy. I've attached the scene if anyone is interested/curious.

Thanks in advance for any comments.

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http://www.mftlp.com/public/maxwell/scene.zip

Re: First Post

Posted: Fri Jan 29, 2010 6:52 pm
by JTB
Welcome, nice start... I can see your reflections need some correction here and there...
There is something strange with your wall material... Maybe it will go away if you let it render more.

Re: First Post

Posted: Wed Feb 03, 2010 12:50 am
by JorisMX
I was also wondering if there was sss involved with the wall material.
It looks somewhat noisy compared to the rest

nice first post

Re: First Post

Posted: Wed Feb 03, 2010 3:20 am
by cbb
Thanks for the replies. JorisMX, no SSS only a bitmap (of a stucco texture) in both ref 0 and ref 90 then a specular map in the roughness slot of the second BSDF, blended in "additive" mode and weighted about 20%. It may be that i need to let it progress further (these all got to about SL=10 or 12). I'm just having trouble with either the overall gamma or the reflection layer. It seems that the reflections from the atmosphere is sort of washing out the colors.

Thanks again for the comments.

Re: First Post

Posted: Wed Feb 10, 2010 9:00 am
by JorisMX
try using normal instead of additive

Re: First Post

Posted: Tue Oct 19, 2010 12:37 am
by zdeno
hi I know this is a little "digg" about year ago ;)

but I used your scene to test some ideas about real lookig materials.

so I get to this

pure render from maxwell - a little to much GI contrast at purpose to let you see how much setting materials is crucial.

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to be more dramatic ...

materials are everything in maxwell

p.s. - I didn,t changed this all small mesh materials , ropes, foliages etc. mainlly pavement walls and stones. glass is changed to bad AGS so it causes lame reflection ;)